TLTF12 Tech Forum 2012

1,442 views

Published on

This is a presentation from Technology and Learning Magazine TechForum2012 on STEM--> STEAM--> STREAM
integrating the Arts and Reading into STEM education

Published in: Education
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,442
On SlideShare
0
From Embeds
0
Number of Embeds
580
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • A recent study of 58 countries showed that the US is no longer rated first in the world in innovation. It has slipped to 3 rd behind Singapore and Hong Kong. China has risen to 18 th . Historically we have lead in innovation because of our greater number of personnel with superior technical skills. The thought that this can hold true in the future needs to change because we will lose that numeric advantage for two reasons – First the emerging nations are driving for the same superior technical skill level of its personnel and their population size dwarfs ours Second we have historically trained their personnel and they have stayed in the US to innovate here – they are now returning to their home countries due to the better opportunities combined with our pathetic immigration policies. So we must prepare our superior technical graduates and others with the best tools possible to either equal our competitor nations tools or better them. To do so we must use both sides of our brain – we need to have superior technical skill combined with the practiced creative skills provided by including Arts as an integral and necessary part of our national mandate in order to prepare our nation to compete and achieve the highest level of innovation.
  • As we looked at the possibility of developing a Governor’s Career and Technical academy we looked at what we were doing and what we could do. We were in the midst of defining STEM education. As we learned more we gravitated toward integrative STEM education. Integrative STEM education fosters innovation and collaborative approaches to teaching and learning within our existing programs. Students gain a deeper understanding of the content area and the math and science principles embedded in the CTE class. We identified 4 main principles in STEM education
  • Angela Estrada from HILT and IT; first HILT student to pass compass exam.
  • Modern-day problems are interrelated and complex, There is a need for students to understand they need to use multiple subjects to solve problems and their development to cross-cultural communication, collaboration and respect. This is essential for the students to be successful after high school.
  • Teamwork is another essential workplace readiness skill that students need. Many of the problems that the students are given require collaborating with colleagues.
  • We look for any opportunity to provide real problems for students to solve.
  • Data from The College Board shows that students who take four years of arts and music classes while in high school score 98 points better on their SATs than students who took only one-half year or less (scores of 1,080 vs. 981, respectively). *The 2006 and 2007 data reflect the Critical Reading and Mathematics portions of the SAT only. The new Writing section of the test is excluded from this analysis for year-to-year comparison purposes. Students with four years of art and music classes averaged 532 on the Writing portion of the test—60 points higher than students with one-half year or less of arts/music classes (472).
  • John Gurdel Nobel Prize Winner Report Card
  • TLTF12 Tech Forum 2012

    1. 1. Insight and Innovation for Technology LeadersOctober 19, 2012, New York, NY STEM to STEAM to STREAM Integrating READING and the ARTS into STEM Jeffrey Piontek Director of Educational Design Hawaii Stream Academy Honolulu, HI Jeff@hawaiistreamacademy.org
    2. 2. Needs in STEM Education• Integrate theory with hands-on, experiential learning• Collaborative, project-based learning• Strong social relevance• Design, creativity and innovation
    3. 3. Where is the engineer of 2020?In 4thGrade10 yearolds!
    4. 4. Tech Savvy Generation 5 Years Old Music with iPod> 22 Years Old 8 Years Old Unmanned LEGO® Vehicles 12 Years Old 18 Years Old Gaming Segway Clone Consoles
    5. 5. The difference between Chinese andAmerican ideas in education…Source: Newsweek Magazine
    6. 6. Transforming the Academic Landscape K- 8 High School Undergraduate Graduate and ResearchKindergarten Rocket Science TRADITIONAL TECHNIQUE
    7. 7. New Wave of Engineering Education Kindergarten Rocket Science HANDS-ON, PROJECT-BASED LEARNING
    8. 8. Integrative STEAM Education STEM Education fosters innovative and collaborative approaches to teaching and learning within existing programs.
    9. 9. Integrative STEAM Education#1. Increased academic rigor & opportunity for ALL students.
    10. 10. Integrative STEAM Education #2. Multidisciplinary approaches to problem and project-based learning. LEGO RoboticsBridge Design Testing Student-Designed Marble Sorter
    11. 11. Integrative STEAM Education#3. Communication, collaboration and teamwork, using 21st Century technologies and skills. Television & Multimedia students produce commercials
    12. 12. Integrative STEAM Education #4. Real-world problems and challenges, whichrequire the high-level application of both knowledge and skills. Students harness the XO laptop to capture audio from beehives
    13. 13. Create original animations in a variety of media. Lots of contests. Winning animations displayed online and ontelevision. Learn animation by teaching animated friends how to dance, act,and solve the challenges in the stories of their lives.
    14. 14. Students author and publish their own works, from hardcover books to music DVDs, to new types of products.
    15. 15. Gam Academ e yStudents design, program, and animate their own games.This is STEM meets creativity. It develops: - Mathematical/logical thinking in programming. - Art skills to create the graphic and audio assets. - Creative thinking to produce a compelling game.
    16. 16. Gam Academ Meets STEM e yBuild your own simulations, models, and science games in Scratch.
    17. 17. Big Goals21st Century Literacy:Computer literacy.Project management.Team work.Sustainable Education:Each generation makes materials for the next.
    18. 18. Introducing Scratch http://scratch.mit.edu/You can make almost anything in Scratch.Examples (games, paint program, tools, funny cards)
    19. 19. Scratch is… A tool developed at the MIT Media Lab. Tile-based programming. Sciences. Arts. Creativity. Scratch is FUN! Invent what you want. Today, let’s invent thefuture.
    20. 20. Create original animations in a variety of media. Lots of contests. Winning animations displayed online and ontelevision. Learn animation by teaching animated friends how to dance, act,and solve the challenges in the stories of their lives.
    21. 21. Animation Academy Develop creative stories, explore different mediums, learn visualaesthetics. STEM combined with Art. It develops: - Creative Problem Solving skills. - Traditional and performance art skills. - Research skills - Computer literacy
    22. 22. Big Goals21st Century Literacy:Computer literacy.Production Pipeline/ Time management.Team work.Sustainable Education: Animations that help others to learn concepts. Early Learning Alphabets
    23. 23. Introducing iStopMotion http://www.boinx.com/istopmotion/overview/ You can make Tons of great videos and animations. Examples (instructional videos, time-lapse videos, all sortsof animation styles, flipbooks)
    24. 24. Let’s Make Waves!Let’s see an example!!
    25. 25. Let’s Make Waves!Ideas on ways to extend our work… Instructional examples (transverse, longitudinal) Create a time-lapse of clouds, ocean Get kids Active, Pixilation Radial wave simulation Simulate: Storm, earthquakes generate waves Simulate: Bathymetry creates surf
    26. 26. Scratch, iStopMotion and Curricula They are a great way to make science relevant, engaging, and extremely cool for our kids. It helps give them the skills to become 21st century knowledge workers. Sustainable Education - Older students master concepts and create interactive learning materials to then help teach younger students.
    27. 27. Projects in Motion…“Nano Attack” exampleGame Academy 3DAnimation Academy 3DFuture Learning
    28. 28. Cutting Edge: Gam Anim e/ ation Academy 3D Blocks programming (MIT Media Lab) + world’s best 3D graphics (CryEngine) Unity: Animation Software
    29. 29. Gam Anim e/ ation Academ 3D y In the future, most learning (andentertainment) will be in 3D worlds. Collaborating with the MIT Media Lab tocombine the world’s best authoring tools withthe world’s best 3D.
    30. 30. Gam Anim e/ ation Academ 3D y Learn Mandarin in magical ways, immersedin online Yuan Ming Yuan, ancient gardens fullof mystical creatures and historical figures. One-to-one instruction with live tutors fromBeijing, role-playing with you in the gardens.
    31. 31. Learn Mandarin in Yuan Ming Yuan
    32. 32. Talk and Role P with Teachers in Beijing lay
    33. 33. Gam Anim e/ ation Academ 3D y Help kids invent these worlds.
    34. 34. Crea Ecosy te stemsCreate Ecosystems
    35. 35. Create EcosystemsDesign the algorithms that grow the flora and fauna.
    36. 36. Create WorldsCreate Worlds
    37. 37. Design Future CitiesDesign Future Cities
    38. 38. Future SustainabilityFuture Sustainability
    39. 39. New Sports
    40. 40. Design Future Vehicles
    41. 41. New Robots
    42. 42. Research in new ways
    43. 43. Through Simulation, Conduct Experiments Too Dangerous or Too Expensive in the R W eal orld
    44. 44. Kids Build W orldsfor Others to Explore
    45. 45. Kids Build W orlds for Others to ExploreCurrently with Bishop Museum…
    46. 46. Kids Build Underwater W orlds for Others to Explore Currently with Bishop Museum…
    47. 47. Kids Build W orldsfor Others to Explore
    48. 48. Percentage of SAT Test Takers with 4 Years of Arts or Music in High School25% 20.2%20% 18.7% 18.9% 18.4% 17.7% 17.0% 15.4% 15.5% 15.6% 15.9% 15.3% 14.9%15%10%5%0% 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
    49. 49. College Arts Degrees in U.S. (1996-2008)140,000 122,210 118,066 119,964 120,561120,000 115,318 3.4% of All Degrees 107,877 100,393100,000 92,154 87,936 4.1% of All Degrees 83,927 79,365 80,000 74,177 75,363 60,000 40,000 20,000 0 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008
    50. 50. Arts Students Outperform Non-Arts Students: Average Points Better on SAT Scores120 100 104 103 98100 93 91 91 89 87 8580 67604020 0 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
    51. 51. MahaloJeff Piontek

    ×